#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec3 aNormal;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;

out vec2 TexCoord;
out vec3 Normal;
out vec3 FragPos;
out vec2 texCoord;


void main() {
    vec4 worldPos = model * vec4(aPos, 1.0);
    gl_Position = projection * view * worldPos;
    FragPos = vec3(worldPos);
    TexCoord = aTexCoord;

    // 更安全的法线矩阵计算
    mat3 normalMatrix = mat3(transpose(inverse(model)));
    Normal = normalize(normalMatrix * aNormal);
}